Prisons and Dragons Heroes
25 Sep 2007
by Lee Beng Hai
My lastest email address can be found at
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This FAQ is implied for individual utilize as it were. You may have this record on
your site on the off chance that you like. There is no compelling reason to look for my consent.
You can locate the most recent duplicate of this FAQ at
(c) Copyright 2003-2007 by Lee Beng Hai.
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2. Development and Control
3. Tips and Tricks
4. Character Classes
8. Update History
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This is an entirely direct diversion. A gathering of uninformed pastor oversaw
to raise the malice Kaedin from the grave. The recently revived Kaedin did
what villians did and wiped them hard and fast and continue with his endeavor to
control the world. You are one of the 4 saints that had killed Kaedin numerous
quite a while back. The pastor raised you from the grave and requests that you overcome
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2. Development and Control
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Left Thumb Stick – character development
Right Thumb Stick – modify camera edge, mostly to zoom in and out.
Tap on the Right Thumb Stick to show a guide.
Begin – Display control screen. Use to load and spare amusements.
Back – Character Status screen: Inventory, Statistics, Quest, and so on.
A – Action 1, client determinable
B – Action 2, client determinable
X – Basic Attack
Y – Item, client determinable
White – Drink Health Potion
Dark – Drink Mystical Will Potion
Left Trigger – Block
Right Trigger – Press and hold, at that point utilize the thumb stick to choose the
spell/activity/thing for catch A, B and Y.
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3. Tips and Tricks
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Utilize the Map
Individuals who had not perused the manual will most likely never get some answers concerning the
outline. To locate every single shrouded territory, search for region in the guide that looks
Level Up Points
You can spare the level up focuses or utilize them instantly. Endeavor to boost
the aptitudes you utilized frequently. Uninvolved Traits are for the most part superior to dynamic
qualities. Choosing qualities and abilities are critical at first, yet by the
time you achieve level 40, you would have procured each and every characteristics and
On the off chance that you begin another character and played a solitary player amusement from begin to
end, your character will most likely achieved level 32 or thereabouts.
Proposed Traits to take up:
Oppose Fire (80)
Oppose Cold (80)
Oppose Poison (80)
Psyche Over Body
Mythical beast’s Toughness
Wear Plate Armor
Weapon abilities that enhance your Ancestral Weapon
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Use War Hammer
Use Long Sword (provided by Phil Knight)
Abilities and Magic
Since there is just 2 Active catches, there is truly no should be a Jack
of All Trades. Simply pick an essential Skill and max that. Pick an optional
aptitude if your essential ability is deficient.
In the diversion, a portion of the Bosses required a went assault to take them out.
In this manner it is important to gain an extended assault on the off chance that you are playing
skirmish characters, for example, a Cleric or Fighter.
Wizard – no issue, most spell assault from a separation.
Rebel – she had a bow and numerous bolts assault.
Pastor – A great pick is Stick to Snakes. I recommend that you amplify this
Warrior – I had not played a contender, but rather taking a gander at the aptitudes, he
most likely needed to utilize tossed weapons in those circumstances. So keep some tossed
weapons in the stock.
You ought to take in the 360-degree finisher for your character. This is valuable
in the Floating Castle where your spells will be less helpful.
The majority of the things are very pointless contrasted with your aptitudes.
Tossed weapons – they are typically overwhelming and you have to point them. This is
for the most part not helpful unless you don’t have an extended assault.
Wellbeing Potion – these are well done. The impact is momentary. Squeezing
the white catch will drink from the littlest container. Keep no less than 50 of
them with you consistently.
Mysterious Will Potion – these are great. You don’t typically require heaps of them
unless you make bets of spells. Keep no less than 50 with you consistently.
Skeleton Keys – they are expected to open bolted chest. Keep around 50 of
them with you constantly. Those found in the diversion won’t be adequate
for you to open each bolted chest. Get them from the Castle Shoppe.
Twist Stone – these are basic, utilizing them (squeeze ‘B’) at a spare point
will open a gateway to the Castle Shoppe at the manor. You can offer you
additional things to help your weight since you had a constrained convey limit.
Wonder Rod – these are incredible, it will in a flash reestablish you to most extreme HP
furthermore, Mystical Will. Weighs 1.5 stone each however.
Raise Dead Amulet – these are proportional to additional lives. You don’t have to
get them, those gathered amid amusement play ought to be adequate to last you
through the diversion. In the event that you had the special necklace and kicked the bucket amid the amusement, press
‘begin’ when you will be back with full wellbeing and full Mystical Will.
Every Strength +1 to your character expands the conveying limit by 20
stones. The better protective layers are overwhelming, if conceivable, prepare things or
protective layers that expands your Strength. Then again, you can visit the
Château Shoppe frequently by utilizing the Warp Stone to offer your additional things.
Here’s the means by which to do it:
Simply spare the amusement, stack the diversion and you will be at a spare point, utilize the
Twist Stone to open an entrance. Experience the entrance and you will be at the
Château Shoppe. Auction the additional things for some money.
There are 20 of them in the amusement. Each time you gather 5 of them, your
Hereditary Weapon will enhances by one level. Fundamentally, they will accomplish more
harm, have better possibility of doing basic amid an assault. Each class
will likewise be given a characteristic lift in their prime details.
For the individuals who are playing the amusement a moment time. You keep all already
gathered Soul Shards. Those Soul Shards found before can at present be
gathered however they don’t add to the Soul Shard check. So you truly require
to discover every one of the 20 distinctive Soul Shards all together for your Ancestral Weapon to
achieve its full capacity.
Here’s the rundown of Soul Shards area that I had duplicated from a post (12
Dec 2003) by Leona from BOB discussion . Afterward, it is discovered that the rundown
begin from a post (22 Sep 2003) by soulforger90 (Scott Irwin) from
GameFAQs D&D Heroes discussion .
Area of each of the 20 Soul Shades by soulforger90. Notes are included by me.
1. Tombs – Magic Repository
2. Lower Crypts – Secret Area after where you discover the Ankh and just some time recently
the arrangement of entryways you open. The mystery range is on the right-hand side.
3. Bog – From the begin of the level remain to the correct side and you will
locate a little way driving right. It’s in that spot.
4. Palace Baele – Enter through Castle Treasury and take burrow into the
Asylum. On work area in room.
5. Château Baele – Church of Pelor. Remain outwardly of the congregation and go
around back and keep running up against the back divider. You will open a mystery entryway.
The shard is in it!
(Note: The area of the mystery entryway is slantingly inverse the area
of the passageway to this region. Search for the second divider from the corner. The
mystery entryway is open by pushing.)
6. Château Dungeon – Hall of Guards. Mystery Area on the left-hand side of
room after you opens way to corridor of gatekeepers.
7. Château Dungeon – Portal Area at begin there is a spare point and a Shard
appropriate opposite it. It is before you battle the Beholder.
8. Yuan-Ti Wilds – Secret Area (gap in ground) that is left of the exit to
the King’s Fort.
9. Lords Fort – On top where the last weight plate is to open the doors
to the enormous tree.
10. Treetops – On Stump before door to Inner Sanctum. (Has 4 shaded
markers before it.)
11. Metalworks – SMELTERS AREA – over the third walkway. You have to
go past the zone to the COOLING ROOMS and crush some containers to get to it.
(Note: From access to Cooling Rooms, walk right and search for 2 boxes.)
12. Metalworks – COOLING AREA – Smash all the moving apparatuses (zone with
scaffolds and one precious stone on connect) to discover mystery territory. It is the second
range on the left-hand side of the room.
13. Metalworks – DIE CAST AREA – On the Fire Giant Chieftains honored position.
14. Frostbound – On upper edge straightforwardly up from the beginning stage. You
need to get to the upper territory and walk the distance around.
15. Frostbound – BARBARIAN FORTRESS – Down stepping stool right of the passage to
16. Upper Graveyard – In WEE JAS’ Tomb in a mystery entryway in the floor. Last
room in his tomb really. At that point in center of mystery territory.
(Note: push the divider to open the mystery entryway)
17. Bone Temple – When you come to entryway that is bolted and needs you to hit
the two weights plates (one to one side, one to one side,) Past the privilege
weight plate zone is a Secret Area. It’s in there.
18. Bone Bridge – Near exit to Lich on the Left
19. Shadow Keep – There is an entryway that requirements two levers pulled. You travel
right or left to hit a switch…it’s past the left-hand side switch through
some water channels.
20. East Grand Hall – Go to the stay with the shining mass of blue enchantment
(that always shoots at you). at that point make a beeline for the room on the right…it’s
a major room and the best way to can proceed through the level. (NOTE:
there are two passages to this level.) Then you’ll be in a decent estimated
room. Hit the crates on against the divider and you’ll naturally hit the
Mystery Door. Go in and you’ll discover the shard.
(Note: the place is a square live with 3 exits. The fourth divider had a few
boxes. Crush the containers at that point hit the stopping point behind to uncover the mystery range)
You can spare whenever amid the time aside from when you are battling with
a Boss. When you reload the diversion, you will be at the last spare point. Spare
When you had finished the amusement, the Nightmare trouble level is show
be that as it may, it is turned gray out. As indicated by Silent Bob, the mode can be opened by
utilizing a cheat code. The code can be found at GameFAQs DND Heroes Code
Section, I will simply put it here for fulfillment purpose.
Press Y, An and Left Trigger at the same time.
Code to open bad dream mode: MPS LABS
Note that after you alter the trouble level, it is important to press
the ‘Begin’ catch to spare the settings generally, the trouble level
When contrasting the Normal and Hard level. It appeared that there are more
adversaries in the Hard level, be that as it may, they don’t appeared to have additional HP or
Bringing in your characters
When you begin another diversion, you can look through the choice until you
see the heap amusement choice. You can utilize any of your characters in recreations spared
prior. Along these lines, you can begin with some effective characters. This is
helpful on the off chance that you expect to play the amusement at the harder trouble level such
Note: Those Soul Shards that you had gathered remains. Be that as it may, gathering
a Soul Shard that you had gathered before does not build the Soul
Shard check. In this manner, you can just get every one of the 20 Soul Shards be finding each
also, every one of them.
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4. Character Classes
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I didn’t play the amusement utilizing all character classes. Up until now, I had as it were
completed the Wizard, Cleric and Rogue. Will complete the Fighter later on the off chance that I
Note: Save your amusement after you had gained some Skill Points. Allocate it to
an ability and test it out. In the event that you don’t care for it, reload the amusement and allot
it to another ability. A few abilities are just valuable after it had gone up by
The wizard is effectively the most intense character in the amusement. She had both
since quite a while ago extended assault and short-ran assault. Fire, Ice and Poison based
assaults. In most case, you can take out the foes even before they are
close to you. The Magic Missile is effectively the most intense spell since they
are homing rockets.
Consuming Hands (1 MW) – This spell can stream always. Simply press and
hold the catch and fire will shoot out from the wizard hands. This is a
Or maybe short-went spell, so I don’t utilize it much. On the off chance that the adversaries are close
enough for the spell to hit, at that point you should utilize your skirmish weapon.
Whirlwind – The wizard had this spell naturally. It bargains zero harm
also, scarcely moderates the foes. This spell is futile.
Enchantment Missile (5 MW) – Maximize this at the earliest opportunity. These homing
rockets will track foes and they managed around 20+ harm each. The
throwing delay is short so you can cast it quickly. At Level 4, there
are 5 enchantment rockets for every throwing. In any case, don’t utilize it against quick moving
adversaries, for example, figures of grotesqueness, it will invest excessively energy following it and
in the long run misses.
Ice Sphere (45 MW) – This is a decent auxiliary spell. The throwing delay is
very long, so you can’t quickly cast this. It can take out different
foes in the way of the circle. Exceptionally valuable against the Red Dragon.
Fireball (10 MW) – I attempted this on the troll, at level 3 it can bargain about
100 harm. Be that as it may, the trolls had around 50 so it is needless excess. It detonates
upon contact and harms all foes around it. This could be a pleasant spell
in the Frostbound. I don’t utilize it frequently on the grounds that you can miss the objective.
This is an incredible spell again the Frost Worm however.
Globe of Invulnerability (10 MW) – This is a decent protective spell. It will
ingest a segment of the harm done to the wizard. In any case, it just endures
for a brief length.
Rest (12 MW) – With this spell, you place foes before you to rest
for a brief timeframe. You can assault them voluntarily while they are resting. Not
truly helpful since you can bring them out with a Magic Missile.
Hover of Cold (30 MW) – This spell harm all adversaries that are encompassing
the wizard. More elevated amount expands the range and harm done by the spell.
It may be helpful when foes encompass you.
Cloudkill (10 MW) – This is a focused on spell, i.e. you should press the
catch, point the cursor, than discharge the catch for the spell to trigger. I
discover this somewhat irritating so in this way I don’t utilize it much. More elevated amount
expands the range and harm done.
Vampiric Drain (28 MW) – Another focused on spell. Empty some HP out of all the
foes inside range to mend yourself. It will keep on draining life from
foes for a brief timeframe. Can be valuable in the event that you are assaulting
foes from far. Be that as it may, the objective may be hindered by hindrance and you
would had squandered the spell on nothing. I don’t discover it excessively helpful. Drinking
a wellbeing elixir is less demanding.
Meteor Swarm (55 MW) – This is a focused on spell. It had exceptionally pleasant unique
impact of various meteors hitting your focused on spot. Be that as it may, all things considered
those favor impact, much of the time the foes will even now be alive and
kicking. Why? This is on the grounds that the meteor is gone for your objective, foes
somewhere else are protected from the spell. Accordingly it is as yet considered a
single target spell. It is helpful in Boss battle for Bosses there isn’t
protection from flame however. Be that as it may, despite everything you have to point the spell, and
while do as such you can’t move.
Staff Spin Finisher – You should take in this expertise. At the point when your wizard Ancestral
Staff is updated, you can truly do some genuine harm with this aptitude.
Particularly valuable when combo with the Gem of Wind.
Jumpkick Finisher – Don’t get this. On the off chance that you simply need to see the impact,
Spare the diversion, contribute the focuses, give it a shot and reload the amusement.
Weapon Skill – You just need to boost the aptitude to employ your Ancestral
Staff. Alternate weapons are not that helpful.
Reinforcement Skill – If you had some awesome protection that you needed to wear, you can
take up that protection expertise. Be that as it may, close to the finish of the diversion, you will as it were
be wearing plate protection.
Note: At around Level 42, you would have learnt each aptitude.
The Cleric is very frail as I would like to think. His mending spell is minimal, his
run assault is very constrained. Toward the begin of the diversion, he needs bunches of
wellbeing elixirs just to remain alive. Close to the finish of the amusement, he is a fair
warrior. In the majority of the manager battle, he scarcely survives. In any case, in
multiplayer mode, his aptitudes are very helpful to the group. In this way, he is more
of a gathering character. I figured out how to finish the diversion with the Cleric however
the excursion isn’t smooth.
Mend – A convenient recuperating spell. Mend around 60 HP at Level 4. You can spare
some wellbeing elixirs when you cast this spell regularly. I generally set it as the
Stick to Snakes – This is a range assault aptitude. Augment this when
conceivable. At level 4, there will be 5 noxious snakes for each throwing.
Turn Undead – This expertise is just barely helpful. Its energy is reliant
on the Charisma yet it does not merit putting any capacity point into
Mystique. At abnormal state, it does around 40+ harm and causes the undead to
flee. It takes a few throwing to slaughter those undead at the Bone
Necropolis. Raising Charisma will enhance the harm done yet I think it
will be a waste.
Bane – Could be helpful however I didn’t utilize it by any stretch of the imagination.
Bull Rush – This may be helpful on the off chance that you need to draw near to the foes.
Doing this move will give the Cleric a chance to charge forward and do fire harm.
In any case, you will tend to miss the objective more often than not.
Seismic tremor – This should be an intense spell that harms all the
adversaries around you. Be that as it may, it isn’t that valuable by any stretch of the imagination. When you do the
move, the priest will begin to swing his mallet on the ground gradually. In the event that he
is assaulted as of now, the spell is wiped out. In the event that the foes are as well
far away, the spell won’t hit them by any means.
You have to discover 5 Diamonds in the Metalworks. Precious stone #1 is appropriate in front
on a heap of coal. Precious stone #2 is further up, close to the exit to the Smelters.
Metalworks – Smelters
You will discover Diamond #3 amidst 4 columns. Soul Shard #11 is at
the highest point of the catwalk, you can’t achieve it yet. Proceed onward to the Cooling
Metalworks – Cooling Room
Keeps right and you will see some crates hindered an exit. Take the exit to
the Smelters. This will lead you to Soul Shard #11. Backpedal to the Cooling
Room after get the Soul Shade. There are fans here that you can crushed,
some of them will uncover mystery zone. Soul Shard #12 is inside one of such
zone. Precious stone #4 is amidst one of the scaffold here. How about we proceed onward
to the Die Cast.
Metalworks – Die Cast
Take the way to one side. You will discover Laundra in a pen. Get the mission
to discover the Cage Key. The Fire Giant Chieftain is close Laundra confine, overcome
it to get the Cage Key. Soul Shard #13 is on his position of authority. Discharge Laundra
what’s more, she will give you Diamond #5. You require every one of the 5 Diamond to open the entryway
to the Dragon’s Den. Spare your diversion first.
Metalworks – Dragon’s Den
By and by, a went assault is important to best this Boss. You can as it were
assault it when it landed. When flying, it can’t be assaulted. Ice-based
assaults do the most harm to it. Wear imperviousness to fire reinforcement and
embellishments. Get the Gem of Fire in the wake of crushing it.
In the event that you are utilizing a Rogue, there is a less demanding approach to vanquish the Red Dragon.
Simply stroll inside gradually. Once the activity begins, quit moving. Point
straight ahead and fire your bolts. This will murder it without the need to
confront it’s different assaults.
The Gem of Fire opens the way to the Frostbound. One of the Rogues had a
mission to discover the Cask of Winter. Get the journey before continuing to the
The Frostbound – Ice Fields
A Sorceress requests that you vanquish the Frost Worm and obliterated her Ice Golems.
Soul Shard #14 is here, discover it. Likewise, the Ice Golems must be vanquished
before you leave this locale. In the event that you backpedal to the Castle Shoppe and came
back, they will recover and you need to battle them once more. Once
you had crushed each of the 20 Ice Golems, you can continue to the Barbarian Fort.
The Frostbound – Barbarian Fort
You can discover stepping stools prompting mystery range here. In one of them you will
discover Soul Shard #15, in another you will discover the Cask of Winters.
Restoring the Cask of Winters will gives you 10,000 experience focuses. Move
on to the Mountain Pass.
The Frostbound – Mountain Pass
In the place, it is fundamentally about pulling levers and opening entryways. Once
every one of the doors are open, you can get to the Frost Worm’s Lair.
The Frostbound – Frost Worm’s Lair
You will require an extended assault to bring down the Frost Worm. Endeavoring to do
skirmish assault with it will be troublesome. It will likewise send little worms to
assault you sometimes. When it is crushed, get the Gem of Ice. Return
Barrel of Winter in the event that you had not.
On the off chance that you are utilizing a Rogue, there is a less demanding approach to vanquish the Frost Worm.
Simply stroll inside gradually. Once the movement begins, quit moving. Point
straight ahead and fire your bolts. This will hit the Yrthak and execute it
without the need to confront it’s different assaults.
Utilize the Gem of Ice to open the way deep down Necropolis. One of the
Rebels had a journey to restore the Horned Skull, get the mission some time recently
continuing deep down Necropolis.
Bone Necropolis – Lower Graveyard
Find and enact 5 levers to open the entryway to the Upper Graveyard.
Bone Necropolis – Upper Graveyard
There are a few traps that toss spells at you here. You have to move to the
area of the trap to debilitate it. There are 3 sanctuaries here: Nerull’s
Sanctuary, Wee Jas’ Temple and Vecna’s Temple. Visit each of them to get a
emblem. Small Jas’ Temple had a mystery room that contains Soul Shade #16.
Every one of the 3 emblems will open the room in the center. You will discover the
Passing’s Globe and the Bone Bell here. In a stay with a Horned Skull Altar,
you can restore the Horned Skull to finish the rebel’s mission. Come back to
the maverick later for your reward: a ring of recovery and 5000 experience
focuses. In one of the room, you will discover the Life’s Globe. Place the two
Globes on the Statue to open the path deep down Temple.
Bone Necropolis – Bone Temple
You should enact a weight plate on the left and conservative of
the sanctuary to open the entryway in the center. There is a mystery zone close to each
of the weight plate. Soul Shard #17 is inside one of them. Once past the
entryway in the center, utilize the Bone Bell to open the entryway prompting the Bone
Bone Necropolis – Bone Bridge
Search for the path to the exit to Lich’s Lair. Before entering the Lich’s
Sanctuary, back track and search for the left fork which prompts Soul Shard #18.
Bone Necropolis – Lich’s Lair
The Lich is hard to crush. It will summon skeletons to assault you and
cover up inside a globe of immunity. My essential technique is to do extended
assault until the point when he is down. On the off chance that you endeavor to get close it, it will cast a ring of
sword that will do loads of harm. In this way, remain away and assault from a remote place. Get
the Gem of Death.
On the off chance that you are utilizing a Rogue, there is a less demanding approach to overcome the Lich. Just
stroll inside gradually. Once the activity begins, quit moving. Point straight
ahead and fire your bolts. This will hit the Yrthak and murder it without
the need to confront it’s different assaults.
You can get to the Shadow Keep from now onwards. Likewise, your Ancestral
Weapon can hold a Gem to use its energy. Press and hold the Right
Trigger, at that point select the Gem you need to utilize.
Here’s the impact of the different Gems when utilized with your Ancestral Weapon:
Wind – foes assaulted by this will turn in a minor tornado. When they
are in the tornado, you can securely slaughter them.
Fire – set adversaries ablaze.
Ice – solidify adversaries
Toxic substance – harm adversaries
Passing – empty life out of adversaries.
I discover the Wind Gem combo with a circle finisher the best procedure when
battling in short proximity. You can send numerous foes weakly turning
while you go up against the rest.
Shadow Keep – Shadow Keep
You have to search for levers here. Moving around, you will discover 2 ranges with
a gap. You have to flip a lever to turn on an extension with the goal that you can cross
the abyss. The levers to turn on the scaffolds are situated on the left and
conservative of a bolted entryway with a spare point in front. The left wing
area contains Soul Shard #19. Subsequent to intersection the 2 gorges and flip the
levers found there, the bolted entryway will open. Continue toward the East Grand
Shadow Keep – East Grand Hall
Move around until meet the Yuan-ti King. Seen that it is a square room
with 3 exits on each side. Shouldn’t something be said about the fourth side? All things considered, there is a
mystery zone there and you will discover Soul Shard #20. There are 2 ways out to
West Grand Hall, it’s doesn’t make a difference which way you pick.
Shadow Keep – West Grand Hall
Nothing here, just searches for a surrender with a Giant Spider. Thrashing it and
continue to Shadow Spire 1.
Shadow Keep – Shadow Spire 1
Proceed onward and overcome Kaedin once. Continue to Shadow Spire 2.
Shadow Keep – Shadow Spire 2
Battle Kaedin once more. He will transport away in the wake of taking some harm. Continue
to Shadow Spire 3.
Shadow Keep – Shadow Spire 3
At long last, the last fight with Kaedin. Utilize your Ancestral Weapon to vanquish
him. Watch the Gems showed adjacent to his HP bar. Select any of the Gems
recorded there and utilize skirmish assault on him. Assault him until the point that he keeps running of out
Pearls. Complete him off to see the end amusement.
You will be allowed to spare your diversion with the goal that you can import your
character in another amusement or multiplayer diversion.
Well done, you had finished the amusement!
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– – – – –
Leona from BOB gathering .
soulforger90 (Scott Irwin) from GameFAQs D&D Heroes gathering .
Quinton A. Buesching
SuprAzn – Melee Rogue data.
James Oakes – Cleric methodology.
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8. Update History
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2.0 – 25 Sep 2007. Refresh Cleric technique from criticisms.
1.9 – 14 Jun 2007. Minor updates.
1.8 – 07 Nov 2004. Included information Rogue.
1.7 – 05 May 2004. Refresh email address.
1.6 – 25 Mar 2004. Refresh on Fighter.
1.5 – 13 Jan 2004. Refresh on Rogue and Fighter.
1.4 – 05 Jan 2004. Minor updates.
1.3 – 24 Dec 2003. Included the genuine giver of the Soul Shards list.
1.2 – 23 Dec 2003. Minor updates.
1.1 – 18 Dec 2003. Minor fixes.
1.0 – First form. 17 Dec 2003
(c) Copyright 2003-2007 by Lee Beng Hai.